mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-15 09:21:33 +00:00
ae6970a005
While I doubt the difference is all that significant, this should speed up entity rendering because it cuts out a lot of branching, and eliminates scanning the same list multiple times only to not do anything for large chunks of the list.
175 lines
3.7 KiB
C
175 lines
3.7 KiB
C
/*
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r_tent.c
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rendering entities
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <math.h>
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#include <stdlib.h>
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#include "QF/model.h"
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#include "QF/msg.h"
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#include "QF/render.h"
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#include "QF/sound.h"
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#include "QF/sys.h"
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#include "QF/scene/entity.h"
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#include "r_internal.h"
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#define ENT_POOL_SIZE 32
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typedef struct entity_pool_s {
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struct entity_pool_s *next;
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entity_t entities[ENT_POOL_SIZE];
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} entity_pool_t;
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entity_t *r_ent_queue[mod_num_types];
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static entity_t **vis_tail[mod_num_types] = {
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[mod_brush] &r_ent_queue[mod_brush],
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[mod_sprite] &r_ent_queue[mod_sprite],
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[mod_alias] &r_ent_queue[mod_alias],
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[mod_iqm] &r_ent_queue[mod_iqm],
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};
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static entity_pool_t *entity_pools = 0;
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static entity_pool_t **entpool_tail = &entity_pools;
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static entity_t *free_entities;
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entity_t *
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R_AllocEntity (void)
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{
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entity_pool_t *pool;
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entity_t *ent;
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int i;
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if ((ent = free_entities)) {
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free_entities = ent->next;
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ent->next = 0;
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ent->transform = 0;
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return ent;
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}
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pool = malloc (sizeof (entity_pool_t));
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pool->next = 0;
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*entpool_tail = pool;
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entpool_tail = &pool->next;
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for (ent = pool->entities, i = 0; i < ENT_POOL_SIZE - 1; i++, ent++) {
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ent->next = ent + 1;
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ent->transform = 0;
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}
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ent->next = 0;
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ent->transform = 0;
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free_entities = pool->entities;
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return R_AllocEntity ();
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}
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void
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R_FreeAllEntities (void)
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{
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entity_pool_t *pool;
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entity_t *ent;
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int i;
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for (pool = entity_pools; pool; pool = pool->next) {
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for (ent = pool->entities, i = 0; i < ENT_POOL_SIZE - 1; i++, ent++) {
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ent->next = ent + 1;
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if (ent->transform) {
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Transform_Delete (ent->transform);
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ent->transform = 0;
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}
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}
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ent->next = pool->next ? pool->next->entities : 0;
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if (ent->transform) {
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Transform_Delete (ent->transform);
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ent->transform = 0;
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}
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}
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free_entities = entity_pools ? entity_pools->entities : 0;
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}
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void
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R_ClearEnts (void)
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{
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for (int i = 0; i < mod_num_types; i++) {
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r_ent_queue[i] = 0;
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vis_tail[i] = &r_ent_queue[i];
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}
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}
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void
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R_EnqueueEntity (entity_t *ent)
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{
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modtype_t type = ent->renderer.model->type;
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if (type < 0 || type >= mod_num_types) {
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Sys_Error ("R_EnqueueEntity: Bad entity model type %d", type);
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}
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ent->next = 0;
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*vis_tail[type] = ent;
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vis_tail[type] = &ent->next;
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}
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float
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R_EntityBlend (animation_t *animation, int pose, float interval)
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{
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float blend;
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if (animation->nolerp) {
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animation->nolerp = 0;
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animation->pose1 = pose;
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animation->pose2 = pose;
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return 0.0;
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}
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animation->frame_interval = interval;
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if (animation->pose2 != pose) {
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animation->frame_start_time = vr_data.realtime;
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if (animation->pose2 == -1) {
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animation->pose1 = pose;
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} else {
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animation->pose1 = animation->pose2;
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}
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animation->pose2 = pose;
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blend = 0.0;
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} else if (vr_data.paused) {
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blend = 1.0;
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} else {
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blend = (vr_data.realtime - animation->frame_start_time)
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/ animation->frame_interval;
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blend = min (blend, 1.0);
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}
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return blend;
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}
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